If you have PedBasher installed in your C2 build I highly recommend updating it. It's available at the same place at RR2000.
So yeah finaly it's a massive update in my eyes, even though that
steering wheel sucks :B, but hey if I remember correcty, the TDR
PedBasher had no steering wheel at all (I totaly might be wrong). The
simple model is kinda special as it uses no dedicated MAT file and
rather relies on the SimpMats. Not sure how good/bad it may look, 't
was more of an experiment. These might be really good to create full
lit colors on cars, peds or drones!

Click on Continue reading... to read about the way to make opposite turning wheels etc.

If you have PedBasher installed in your C2 build I highly recommend updating it. It's available at the same place at RR2000.
So yeah finaly it's a massive update in my eyes, even though that
steering wheel sucks :B, but hey if I remember correcty, the TDR
PedBasher had no steering wheel at all (I totaly might be wrong). The
simple model is kinda special as it uses no dedicated MAT file and
rather relies on the SimpMats. Not sure how good/bad it may look, 't
was more of an experiment. These might be really good to create full
lit colors on cars, peds or drones!

So here's how to get
opposite turning wheels (I'm pretty sure it is badly said this way but
I can't seem to find a better expression).The idea is to use
several levels of "static angle" grooves (I have explained that trick
in the advanced tricks topic) to flip the two wheels turning the
opposite way (in the case of PedBasher, this was applied to the rear
wheels). The Z angle is needed to make the wheel turn the other way and
the Y angle to make it spin towards the front again.

Level 1: a static 180° angle around the Z axis + the path used for the suspensionLevel 2: a static 180° angle around the Y axisLevel 3: the absolute rock grooveLevel 4: the actual spinning wheel

They are all child of the level above them in PT2.Here's how the groove chunks should look:

BRPIVOT1.ACTnot a lollipopconstantstraightabsolute0,0,0130,1,0rockflash-10,0,0z180

NEXT GROOVE

BRPIVOT2.ACTnot a lollipopconstantno pathrockflash-10,0,0y180

NEXT GROOVE

BRPIVOT3.ACTnot a lollipopconstantno pathrockabsolute120,0,0y0

NEXT GROOVE

BRWHEEL.ACTnot a lollipopconstantno pathspincontrolled150,0,0x

I have tried to create a circular (instead of straight)
but just like the WORLD_HINGE_JOINT keyword for noncars, it isn't fully
implemented. The code looks like this but the '#' means that you can
enter whatever it has no effect, the parser just want to have 5 lines
after 'circular' before starting to read the object moving groove
section:

GROOVE.ACTnot a lollipopconstantcircularlinear0,0,015##no objectAh
well... too bad... I could have used that to create null flash path
around the center of the wheel (if you see what I mean) and then use 2
layers of grooves. Now that I think about it should be possible to use
only 3 layers of grooves... no finally no. I'll just stop here for
today.